[RELWIP] Automatic Variants - Thread 5

Post » Sun May 27, 2012 2:41 pm

@Leviathan1753. Wasn't a good evening. After 4 types of creatures were succesfully ported. Spriggans were due. They haven't been av-tized before you to do a bit more like using the PA). This didn't work, all spawns were the same Opening the AV.esp in the CK shows me that all variants are in it, just they all like the same. (problem for later).

I port each creature one by one but as they are from the same author this means I add things to an existing package (started with a package with one creature). I basically Gather & Exit the lot and afterwards put the new creatures in the same package and run AV again. VERY VERY easy to make mistakes. It seems as if doing G&E when packages are disabled is not liked very much by AV. God all sorts of errors by AV like 'moving errors', stuff left behind etc (the package has NO .txt files BTW). Remark: for clumsy ppl like me a delete button would be a lifesaver.

As I could not find the spriggans bug I decided to call for help. Created a new package with nothing but spriggans and inserted into the AVP directory. As of then AV created an exception when you exit AV and AV starts importing things (quits at 1/10 of importing). I have the import at startup option SET. Have the logs. Removed the spriggan package. Had AV running again. Could create multiple new AV.esp without a problem (did not change anything, just reran the lot). NOW I copied the spriggan package back and I got again exceptions. Have tried to change the name of the name package but to no avail, still exceptions. The old and the new package have one thing in common, they contain the same spriggan .dds and .json files. COULD THIS BE THE PROBLEM. To test this is removed the specifications.json in the dir where skin resides (in earlier respons you told me that AV then just skips this variant). And now AV ran without problems. This gives me the impression that when AV processes variants which are excactly the same it has problems with it. One more test. In the original package X which had the 4 creatures and the spriggans I removed the spriggan variant winter. In the new package Y with only spriggans I removed everything but the spriggan variant winter. Effectively all variants for spriggans are still there but they do not exist twice in the AV package directory. Ran AV again AND it ran without problems!! It seems as if AV really does not like processing .dds files which appear more then ones in the AVP directory.

I would apreciate it if you could try to replicate this error/exception.

Another possibility is that I have FUBARRED my AV config !!!! I have AV prepping ON. In the worst case if I have to delete everything (AV textures, av.esp and skyproc patcher dir) and have start from scratch is it then still 'SAVE' or can I expect problems. Doing RTFM I read that deleteing av.esp is not the way to go.

PS. What is the function of the .reroute files like draugr_ndds.reroute (1 occurence), falmerm_n.dds.reroute (4 occurences). In the Bellyache package there are also 77 files similiar to those earlier described.
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Lil Miss
 
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Post » Sun May 27, 2012 5:58 pm

PS. What is the function of the .reroute files like draugr_ndds.reroute (1 occurence), falmerm_n.dds.reroute (4 occurences). In the Bellyache package there are also 77 files similiar to those earlier described.

What do you think "reroute" stands for? :wink:

draugr_n.dds is a texture (the SAME ONE!!!) that many draugr folders/variant use. In order to reduce size of the whole variant package you don't need to copy draugr_n.dds to every variant folder. All you need to do is put draugr_n.dds in 1 folder and put in all the other folders draugr_ndds.reroute which points to the draugr_n.dds in the folder where it is. Saves space.

Though I imagine from an software engineering viewpoint it cost more processing power (I thinks it's negligible) as it needs to look up draugr_n.dds every time it loads a variant texture from a folder where draugr_ndds.reroute is present.
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rheanna bruining
 
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Post » Sun May 27, 2012 1:21 pm

@Leviathan. GOOD news. AV is working again, also with duplicate .dds files in it. When I went to sleep last night rather grumpy and everything was FUBARRED. Woke up this morning and did a reboot -had installed new AMD graphic driver which forced a reboot. Ran AV again AND it works. Basically no clue........

Longer story: Was trying to shed some light on the matter and created a AV package called "Wolverine AV Port EXCEPTION TEST". Put the bears of Bellyache in it, nothing more. Ran AV and expected to see an exception like yesterday. Everything ran fine. Copied the spriggan winter variant in it. Ran AV --> fine. Copied Spriggan winter into my earlier created AV packages (which borked yesterday). Ran AV --> fine. Couldn't replicate my own finding ;-( Have now three duplicates of Spriggan winter and its all smooth sailing.... Ran AV and did a Gather&Exit. Ran AV enabled all and exited AV --> fine. Checked Textures/Av packages dir and found that a few were empty. Due to copy/moving actions (were not in AV packages dir any longer) Did G&E and removed whole Textures/Av packages dir. Ran AV and enabled all exited AV--> fine. Checked with util 'remove empty directories' to search for empty dirs. None found. All seems to be fine. The system seems to be even Wolverine proof (now ATM).....

Question: AV does not appear to have a state (as in remember things). It seems that its state is determined when starting by looking at the 'AV packages' and 'Inactive packages' directory AND the '../Textures/Av packages directory'. Is this correct?
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james reed
 
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Post » Sun May 27, 2012 10:36 am

Today I added deadly dragons back into my load order and togheter with it, diversified dragons and their compactibility patch. Once I ran AV patcher it returned an error about duplicated EDIDs. So I checked the log and seens like the error is on werewolf eye files oO Diversified dragons seens to use werewolf disguise for one of it's dragons. Will try removing the Bellyache's werewolf eyes folder from the AV patch and see what happens.

The original error lines look like this in the log file variants "12 - summary.txt":
[902][0m:3s][34844] [EDID Check] Error! Duplicate EDID [NPC_ | 003E23Automatic Variants.esp | AV_BellyachesAnimals_Werewolf_Eyes_AllIrisBlack_LTDDragon03IllusionDisguiseNS]

Edit: Disabling either diversified dragons or the werewolf eyes before running AV patch works, as would be expected.

Edit2: while looking at the Debug Overview I found something interesting that may explain why goats dont get variants in my game:
[186][0m:35s][246667] [04359CSkyrim.esm] Exception occured while loading nif: ACTORS\SKYTEST\GOAT\GOATBRAVE.NIF
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ONLY ME!!!!
 
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Post » Sun May 27, 2012 3:54 pm

@reroute
the .reroute files are my own AV specialized files meant to decrease package size by, well... rerouting the pointers to a single file to eliminate the need of having it in multiple locations.

A few things to mention:
  • Reroute files only affect AV Patching, and even then, it doesn't cost much CPU time. Skyrim gameplay will be unaffected.
  • You do NOT need to make .reroute files yourself. This is done automatically with the "compress" command in the AV GUI
@AV States
Here's how AV handles package state in the GUI and in the patching after GUI closes:
  • GUI loads up, gathers files from their "playtime" locations back to AV Packages
  • Any files in AV Packages folder are labeled enabled
  • Any files in Inactive AV Packages folder are labeled disabled
  • When you enable/disable in GUI, files are NOT moved (it's kept track internally)
  • When you exit the GUI, the files are THEN moved to the current enable/disable states
  • Then the patch runs, and only loads files in the active packages folder for consideration
  • Textures in AV Packages are then moved out to their "playtime" locations
Did that help answer your question?

@Agnus
Yeah, diversified dragons doesn't play nice. It's on the https://docs.google.com/document/d/1E927IcNpzrWfssHIHRkm75oLk44fh6TngWBp4ytrxfM/edit, but I haven't looked at it yet. 8)
Disabling it temporarily is the best route, for now.
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Miss K
 
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Post » Sun May 27, 2012 6:06 pm

@Leviathan1753.

Concerning "reroute". Understand the basics, but not the specifics. (ah well as long as you do). Have compressing enabled in AV GUI. I assume the reroute files are places when I run and exit AV. Only strange thing I noticed that only packages created by you had .reroute files in it. I would have thought that more packages but could been compressed. Again as long as it works I'm happy.

Concerning "AV packages". Thanks for clearing that up. Consistent with what I saw/notices/experienced. I know by now enough to when I've screwed things up to get AV properly working again.
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Jamie Lee
 
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Post » Sun May 27, 2012 12:09 pm

AV doesn't have compression enabled/disabled, where it compresses in the background. Compression is a function you can manually call when YOU want it to compress a package (or a set of packages).

If you've made your own package, just right click it and click compress and it'll run the algorithm and do what it can. 8) The GUI will freeze atm while it processes, btw. If you don't run the compression algorithm yourself, things just stay as you made them.
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ZzZz
 
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Post » Sun May 27, 2012 2:44 pm

@Leviathan. Got permission to use wisp textures (3-4 different variants I think) and created an Av package for it. At this point I can either have variants for wispmother OR for wispshade but not at the same time. When I put both in the specifcations.json I get an EDID duplicate error. The error message is

Spoiler

[2684][0m:0s][649] [EDID Check] Error! Duplicate EDID [ARMO | 006669Automatic Variants.esp | AV_WolverinesAVPorts--TEST--WISP_Wispmother_Skin_WispMother-01_ID_SkinWisp_armo]
[2685][0m:0s][109] [EDID Check] Error! Duplicate EDID [ARMO | 00666AAutomatic Variants.esp | AV_WolverinesAVPorts--TEST--WISP_Wispmother_Skin_WispMother-02_ID_SkinWisp_armo]
[2686][0m:0s][2417] [EXCEPTION] skyproc.exceptions.BadRecord: Duplicate EDIDs. Check logs for a listing.
at skyproc.Mod.export(Mod.java:625)

When both are enabled my specification.json looks like

Spoiler
{
"Type" : "NPC",

"Target_FormIDs" :
[
["0F1181","Skyrim.esm"],
["023ABD","Skyrim.esm"]
],

"Apply_To_Similar" : true

}

Output of PA is:
Spoiler
==============================================================
================ AV Package anolyzer ================
==============================================================
Original files:
Source Data\wisp.dds
Source Data\wispclothtile.dds


==============================================================

These are groups of NPCs that share a common skin.
It is suggested you put a seed from each group into your spec file,
--or--
make a separate Variant Set for each if it makes logical sense to
separate them (such as Black vs Ice wolves).

Remember to use NPCs as seeds. Do not use an ARMA record.

Group 1: [ARMA | 042527Skyrim.esm | NakedWisp]
Seed choices (pick one):
["0F1181","Skyrim.esm"] //encWispShade
["0D37F4","Skyrim.esm"] //dunFrostmereCryptPaleLady
["023ABD","Skyrim.esm"] //EncWispMother
["026C52","Skyrim.esm"] //MS06Potema
Source textures to include (include all of them):
Source Data\wispclothtile.dds
Source Data\wisp.dds
-------------------------------------------------------------------

I have created a zip file containing AV package, av.esp and sky proc debug just in case you should need it (as in if you want/can look into it). It can be found http://dl.dropbox.com/u/73082907/Automatic%20Variants/Bug%20reports/EDID%20debug.7z.

Is their something special about Wisps?
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Milad Hajipour
 
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Post » Sun May 27, 2012 10:55 am

@Leviathan. Hate to bother you again. It seems creating packages for non AV-tized creatures is the hardest ;->.
Currently busy with a Spriggan/SprigganMatron AV package. Giving me a small headache When I spawn them they are all the same (spawned 50+ of them), AFAIK it are the vanilla ones. Checked AV.esp with the CK. It seems that all 8 variants are there. When previewing them (animation tab or so) they all look the same (vanilla).

Contents of specifications.json

Spoiler
{
"Type" : "NPC",

"Target_FormIDs" :
[
["0F3905","Skyrim.esm"],
["023AB9","Skyrim.esm"]
],

"Apply_To_Similar" : true

}


Contents of suggestions.txt

Spoiler
==============================================================
================ AV Package anolyzer ================
==============================================================
Original files:
Source Data\gradspriggan.dds
Source Data\gradspriggangreen.dds
Source Data\spriggan.dds
Source Data\sprigganmatron.dds
Source Data\spriggan_g.dds

==============================================================
These are groups of NPCs that share a common skin.
It is suggested you put a seed from each group into your spec file,
--or--
make a separate Variant Set for each if it makes logical sense to
separate them (such as Black vs Ice wolves).
Remember to use NPCs as seeds. Do not use an ARMA record.
Group 1: [ARMA | 0F3902Skyrim.esm | NakedSprigganMatronAA]
Seed choices (pick one):
["0F3905","Skyrim.esm"] //EncSprigganMatron
["003797","Real Wildlife Skyrim 0.1.esp"] //RWSEncSprigganMatronAd
["003798","Real Wildlife Skyrim 0.1.esp"] //RWSEncSprigganMatronMat
Source textures to include (include all of them):
Source Data\sprigganmatron.dds
Source Data\spriggan_g.dds
-------------------------------------------------------------------
Group 2: [ARMA | 092E28Skyrim.esm | NakedSprigganAA]
Seed choices (pick one):
["00378E","Real Wildlife Skyrim 0.1.esp"] //RWSEncSprigganJuv
["00378D","Real Wildlife Skyrim 0.1.esp"] //RWSEncSprigganAd
["07E6C5","Skyrim.esm"] //TreasCorpseSpriggan
["085553","Skyrim.esm"] //dunShadowgreenLvlSprigganAmbushHoldPositionCustom011024
["09DA9B","Skyrim.esm"] //dunSnaplegSpriggan
["00378F","Real Wildlife Skyrim 0.1.esp"] //RWSEncSprigganYng
["023AB9","Skyrim.esm"] //EncSpriggan
["00378C","Real Wildlife Skyrim 0.1.esp"] //RWSEncSprigganMat
Source textures to include (include all of them):
Source Data\spriggan_g.dds
Source Data\spriggan.dds
-------------------------------------------------------------------


Contents of .bat files to spawn them

Spoiler
; SprigganMatron
player.placeatme 0F3905 5
; Spriggan
player.placeatme 023AB9 5

If you have time could you please look into it. If you need more info I can supply it. The Av.esp can be found http://dl.dropbox.com/u/73082907/Automatic%20Variants/Bug%20reports/AVesp%20for%20Spriggans.7z
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Roy Harris
 
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Post » Sun May 27, 2012 2:14 pm

@Wisps EDID dup error
It seems like you are running into the same issue sounaipr is when you put more than 1 seed from each group.
You should be able to get by by just putting one wisp formID from that group.

Either way, AV shouldn't be giving errors if you feed it TOO much information. It's on the list of bugs to investigate after I'm off finals. 8)

@spriggan
Perhaps it is just an NPC that currently isn't supported in the AV system yet? My guess is they're marked female (which AV doesn't handle yet as it complicates the internals, and I had just skipped it until now).

Can you wrap up your current package and send it to me so I can test it myself?
Thanks!
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Rhiannon Jones
 
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Post » Sun May 27, 2012 8:16 pm

How to I add block record to block this goat problem?
[184][0m:46s][237479] [04359CSkyrim.esm] Exception occured while loading nif: ACTORS\SKYTEST\GOAT\GOATBRAVE.NIF

Just adding 04359CSkyrim.esm to Blocklist after the AMMO Blocks does not seen to work. Should I run something else to make it work?
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Alessandra Botham
 
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Post » Sun May 27, 2012 10:27 am

Is it halting your whole AV program? It should still be able to run, no?

It's basically because Skytest's custom goatbrave.nif file is "abnormal" in the eyes of SkyProc's NIF parsing code. Try opening it in NifScope and seeing if the nif throws errors. If it does, then Skytest's goatbrave.nif is just "bad". However, if NifScope loads it okay, then I'll need to do some SkyProc NIF parser tweaking to "learn" how to accept/parse the file.

ARMO blocking won't work because that blocks NPCs from being variantized with that skin way later in the processing of the patch... but all the NIF files are still loaded up when the AV Packages are first being loaded, so you get that error.
The best way to avoid the error temporarily is to do ONE of the following:
1) Remove goat variants from AV so that AV doesn't care about or read in goat nifs, or
2) Don't use Skytest, so that its nif doesn't get parsed

Again, if it's Skytest that has the bad nif, then you'll have to take it up with them. If NifScope loads it okay, then I need to do some work.
Let me know what you find! 8)
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Niisha
 
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Post » Mon May 28, 2012 12:28 am

@Wisps EDID dup error It seems like you are running into the same issue sounaipr is when you put more than 1 seed from each group. You should be able to get by by just putting one wisp formID from that group. Either way, AV shouldn't be giving errors if you feed it TOO much information. It's on the list of bugs to investigate after I'm off finals. 8) @spriggan Perhaps it is just an NPC that currently isn't supported in the AV system yet? My guess is they're marked female (which AV doesn't handle yet as it complicates the internals, and I had just skipped it until now). Can you wrap up your current package and send it to me so I can test it myself? Thanks!

Created .7zip for you with Spriggan en Wisp. Will sent you a PM with dropbox url.

Concerning Wisp problem. I wasn't clear enough. When I put one formid in specification.json AV runs fine. Problem is the spawning. When I put formid WispMother in .json file variants of Wispmother spawn but when I then spawn wispshades I get the vanilla ones. When I put formid WispShade in .json file variants of Wispshade spawn but when I then spawn wispMother I get the vanilla ones. According to uesp wiki wispmother when attacking creates clones (shades) of herself which are identical to her self. I can't get both working at the same time....
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Monika Krzyzak
 
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Post » Mon May 28, 2012 12:21 am

Was trying to run AV Patcher without skyTEST, however that wont do it, since it edits the creatures, they will not behave like they should if I enable it later.
As it's only goats, its safer to leave then that way for now, all other creatures are working fine.
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Harry Hearing
 
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Post » Sun May 27, 2012 3:13 pm

Sorry for the late reply, my internet is acting up.

I have tried a new game and its still crashing. My current savegame started with AV already installed and I havent had this problem before.
I will try to check if I may have an older version wrye but currently Iam using BOSS to arrange my load order, would an older version of wrye still affect it? Thanks.
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Beat freak
 
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Post » Sun May 27, 2012 10:05 am

Sorry for the late reply, my internet is acting up.

I have tried a new game and its still crashing. My current savegame started with AV already installed and I havent had this problem before.
I will try to check if I may have an older version wrye but currently Iam using BOSS to arrange my load order, would an older version of wrye still affect it? Thanks.

You need to use SVN 2361 of Bash, not 295.5. Install instructions for the SVN are in the OP of the Bash thread. The lod order mechanics were updated by Bethesda with the latest patch, so that's why the older tools don't work anymore.

However, I strongly advise using BOSS Userlist Manager (BUM) to manage load order rather than manually altering it via WB or NMM. Same with running BOSS - do it from BUM rather than separately or from Wrye Bash. This is what I started doing about a month or so ago and I have had no problems at all. In fact, it has made managing load order much easier.
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Kate Murrell
 
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Post » Sun May 27, 2012 11:54 am

@levi

As a temporary fix for the Divers. Dragons and the werewolf eyes. Can we create a AV Patch and then install Divers, Dragons? Not sure if that would mess anything up or not
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Juan Cerda
 
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Post » Sun May 27, 2012 10:51 pm

Yeah, you can temporarily turn it off, patch, and then turn it back on for now. Should be good.
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Juliet
 
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Post » Sun May 27, 2012 8:04 pm

@Leviathan. Used the AV GUI (AVG) a LOT lately. Being able to enable/disable thing in AVG and having Gater&Exit built into AVG is EXTREMELY usefull. Due to the fact that I've made some faults in AV packages, I noticed a few things.

1) When a disable a variant in a package and exit AVG. After starting AVG again the whole package is shown as enabled in AV.
2) The only way to find out if a specification.json file is missing for a certain creature in a package is checking all packages in AVG. Its then shown as red and by selecting it a message is shown like "missing spec file"
3) If I make a mistake in a specification.json file (for example have a ',' sign where it should not be) no warning is shown, its not shown in red. Running and exiting AV generates an Exception. The only thing which suggest a faulty .json file is selecting it and when no information is shown its faulty. Took some time to figure out what was causing the exception as I could not directly see it in the logfiles.
4) I had a package X which I had enabled and later disabled. I had placed a spider_n.dds in the wrong place. It should been in the dir in which the Skin dir resides. I had placed it in the variants directory (inside the skin dir). When enabling it everything was well and AFAIK it spawns correctly (using the default spider_n.dds of skyrim I presume). Package was shown as enabled in AVG but the package did stay in the inactive package dir as the spider_n has not been moved.
5) When I disable all and run and exit AVG the AV Packages directory is removed. Found this out when I wanted to a add another package (just created the directory by hand again).

People who just use AV to install packages will proably never notice the things above (assuming the author has done everything correctly). For ppl who create packages some form of 'display error summary' button which show errors like point 2,3,4 would be very very usefull.

For normal users it would I think also be handy to see information like whch variant have been disabled, how many creatures have been av-tized, total number of variants etc etc. This could be shown in a number of ways.

You have put a AV buglist on the net which is great. Remark: Not not all mentioned/acknowledge bugs are shown there like Unofficial Skyrim Patch causing exception in the Package anolyzer.

Would it be be possible to have a (detailed) AV TODO list on the web as well, with a priority. Makes it possible to track which suggestions are being implemented in the future, possibly with a version number attached to it.
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Max Van Morrison
 
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Post » Mon May 28, 2012 12:21 am

@AgnustheMagi. I use SkyTEST - Realistic Animals and Predators as well and Im also seeing a line like

Edit2: while looking at the Debug Overview I found something interesting that may explain why goats dont get variants in my game:
[186][0m:35s][246667] [04359CSkyrim.esm] Exception occured while loading nif: ACTORS\SKYTEST\GOAT\GOATBRAVE.NIF

in my logiles. HOWEVER in my case spawned goats do get AV-tized skins. Tested it with .bat files which contain a single placeatme statement. Have not noticed it if they spawn correctly ingame when used by Skytest or Real Wildlife Skyrim (use both)

@Leviathan. If goats spawn correctly this way. Does this also mean they spawn correctly when they are spawned by Skytest. (I know he has created his own leveled lists)
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Laura Shipley
 
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Post » Sun May 27, 2012 1:27 pm

@AgnustheMagi. I use SkyTEST - Realistic Animals and Predators as well and Im also seeing a line like

Edit2: while looking at the Debug Overview I found something interesting that may explain why goats dont get variants in my game:
[186][0m:35s][246667] [04359CSkyrim.esm] Exception occured while loading nif: ACTORS\SKYTEST\GOAT\GOATBRAVE.NIF

in my logiles. HOWEVER in my case spawned goats do get AV-tized skins. Tested it with .bat files which contain a single placeatme statement. Have not noticed it if they spawn correctly ingame when used by Skytest or Real Wildlife Skyrim (use both)

@Leviathan. If goats spawn correctly this way. Does this also mean they spawn correctly when they are spawned by Skytest. (I know he has created his own leveled lists)

Just fyi, as I reported previously, RWS causes crashes in my game and some other players' but it hasn't been resolved yet.

Regarding SkyTest, I do not believe that EtaYorius adds or modifies leveled lists. He has said that he only changes creature AI, and Wrye Bash does not include SkyTest in its leveled lists for Bashed Patch (i.e., he doesn't attach any Bash Tags to SkyTest for leveled lists).

You may want to ask him about it.
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Sara Lee
 
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Post » Sun May 27, 2012 5:36 pm

@AgnustheMagi. I use SkyTEST - Realistic Animals and Predators as well and Im also seeing a line like

Edit2: while looking at the Debug Overview I found something interesting that may explain why goats dont get variants in my game:
[186][0m:35s][246667] [04359CSkyrim.esm] Exception occured while loading nif: ACTORS\SKYTEST\GOAT\GOATBRAVE.NIF

in my logiles. HOWEVER in my case spawned goats do get AV-tized skins. Tested it with .bat files which contain a single placeatme statement. Have not noticed it if they spawn correctly ingame when used by Skytest or Real Wildlife Skyrim (use both)

@Leviathan. If goats spawn correctly this way. Does this also mean they spawn correctly when they are spawned by Skytest. (I know he has created his own leveled lists)

Wolverine, are you using the SkyTEST file that adds in it's own variants already? The one that causes a couple of different spawns of the same animals but with different skins? I suggest using the original file only and let AV add the variety; using AV makes that version redundant.

If you aren't, then it's strange. I'm using SkyTEST and RWS as well and have never had them cause an error in AV.

SkyTEST modifies vanilla AI packages, but not the spawn points or the levelled lists AFAIK. I asked once, and I know some additional spawn points are added for bigger and more violent wolf packs, but otherwise, the levelled lists should be untouched.

The safest way, at least how I've been doing it and have not noticed anything bizarre to happen (invisible deer at one point not withstanding), is you must make a Bashed Patch with SkyTEST and RWS and whatever other creature mods, let Wrye Bash do its thing automatically. Then use the AV patcher. Make sure everything is loaded before you initialize the patcher, because there was one point where I forgot to enable my ASIS patch in the load order and so AV did not take the ASIS patch into account while patching.
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Mel E
 
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Post » Sun May 27, 2012 10:31 pm

Ok, I'm having real problems with Bellyaches files.

When downloading you have two options. use the NMM which installs them all to default files, or download manually.

When I download manually and place them into the AV variants folder, and run the AV file, the other two i'm using are fine, but all of the files within BellyAches are red.

Now I noticed they're a lot further embedded than StarX and Porcha's, i.e. AVvariants/StarX/Draugr/(variations). Bellyaches is AVvariants/Bellyache/Bear/(variation)/actor/data/ etc.

There's also another .json? file within StarX and Porcha's that belly's doesn't have.


How do I get this to work with av variants!? Am I being really dumb? :D
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Amy Smith
 
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Joined: Mon Feb 05, 2007 10:04 pm

Post » Sun May 27, 2012 6:25 pm

It sounds like you're using Bellyache's textures from her Nexus page? Those aren't AV Packaged. Those are just the normal distributions for "normies". The only source for Bellyache's AV Packages is the link at the top of this thread. Wrig the author of Bellyaches has seemingly been very busy as of late and hasn't had time to talk much or update her content. Right about before she "left" is when she gave me permission to use her textures, and I made the packages and ran with it, which is why the AV version only available here.

Try doing "Gather Files and Exit" in the AV Packages "other settings" area and then delete your current bellyache's folder and install the one from AV here instead. 8)
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Gavin Roberts
 
Posts: 3335
Joined: Fri Jun 08, 2007 8:14 pm

Post » Mon May 28, 2012 1:03 am

It sounds like you're using Bellyache's textures from her Nexus page? Those aren't AV Packaged. Those are just the normal distributions for "normies". The only source for Bellyache's AV Packages is the link at the top of this thread. Wrig the author of Bellyaches has seemingly been very busy as of late and hasn't had time to talk much or update her content. Right about before she "left" is when she gave me permission to use her textures, and I made the packages and ran with it, which is why the AV version only available here.

Try doing "Gather Files and Exit" in the AV Packages "other settings" area and then delete your current bellyache's folder and install the one from AV here instead. 8)

Definitely using those from nexus. I'lll grab them from this page instead.

Thanks! :D
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Emma-Jane Merrin
 
Posts: 3477
Joined: Fri Aug 08, 2008 1:52 am

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